PassivePhantoms
1.3.0-Dev2aA Minecraft Bukkit/Spigot plugin that makes phantoms spawn natrually in the end (no overworld spawn) & are passive until they are attacked by a player.
1.3.0-Dev2alatestPassivePhantoms 1.3.0-Dev2aJul 17, 2026 - Addedallow_overworld_spawningandallow_end_spawning(config v4) for optional Overworld/End spawn control. - Defaults match prior behavior: Overworld off, End custom spawns on. - Status/debug output shows both flags; migration merges new keys into existing configs. - Locktight-style update checker:/passivephantoms update, join notify for ops, notify online admins when outdated.1.3.0-Dev1bPassivePhantoms 1.3.0-Dev1b-Folia1Jul 15, 2026 1.3.0-Dev1b-Folia1 (2026-07-15)
- Fully Folia-compatible on the correct Dev1b base (config v3 header preserved). - EntityScheduler + per-chunk RegionScheduler for all entity/world work. - Fixedcant getEntities asynchronouslyand remaining cross-region query hazards. - Paper/Spigot behavior preserved on non-Folia servers.1.3.0-Dev1aPassivePhantoms 1.3.0-Dev1aMar 21, 2026 1.3.0-Dev1a (2026-03-19)
- Added Folia support baseline for passivephantoms. - This release was branched from the latest version to avoid breaking existing installs. - Internal migration/update compatibility checks were reviewed for this version line.1.2.6-Dev1aPassivePhantoms 1.2.6Mar 10, 2026 [1.2.6] - 2025-03-09
Added
- Locktight-style config migration (config_version, merge with default, preserve comments). - Modrinth update checker (async; notifies ops on join viapassivephantoms.notify). Supports dev versions (e.g. -Dev1a, 1.2.6b1). - Config options:update_checker,spawn_check_radius,end_spawn_interval_ticks. All numeric settings validated and clamped to safe ranges. - Per-spawn cap now uses phantoms near the player (withinspawn_check_radius) so flying phantoms can’t bypass the limit; End spawn event also enforces per-chunk cap.Changed
- Spawn cap is radius-based (default 64 blocks) instead of chunk-only. Stuck/tree logic runs only for phantoms within 128 blocks of a player. Entity counts usegetNearbyEntitiesfor performance. - Config comments and status command updated. Early exit whenend_spawn_chanceis 0.Fixed
- Memory: cleanup on phantom death (all tracking maps), clear all maps on disable, prune stale UUIDs from aggressive set in movement monitor. -max_phantoms_per_chunknow enforced correctly when AFK in the End (was bypassed by phantoms leaving chunk).1.2.5PassivePhantoms 1.2.5Jul 7, 2025 Note: Movement improvements are experimental and phantoms may still get hung up on chorus trees.Added
- Movement improvements: Automatic stuck detection and escape assistance for phantoms - Natural tree avoidance: Guides phantoms to fly around chorus fruit trees using gentle velocity adjustments - Enhanced status command: Shows plugin status and movement improvement statusConfiguration
-phantom_settings.movement_improvements_enabled: Enable/disable movement improvements (default: true) -phantom_settings.stuck_detection_ticks: How often to check for stuck phantoms (default: 100 ticks = 5 seconds) -phantom_settings.stuck_threshold: Consecutive checks before considering stuck (default: 3) -phantom_settings.stuck_distance_threshold: Minimum movement distance (default: 1.0 blocks) -phantom_settings.max_stuck_attempts: Maximum escape attempts before removal (default: 5) -phantom_settings.tree_avoidance_enabled: Enable/disable tree avoidance (default: true) -phantom_settings.tree_avoidance_radius: Detection radius for chorus fruit trees (default: 3.0 blocks)Technical Details
- Single optimized monitoring task handles both stuck detection and tree avoidance - Tree avoidance uses gentle velocity adjustments instead of teleportation for natural flight - Stuck detection uses distance-based movement tracking with configurable thresholds1.2.5b2PassivePhantoms 1.2.5b2Jul 7, 2025 Added
- Per-chunk mobcap system: Prevents infinite phantom spawning with a limit of 8 phantoms per chunk - Configurable mobcap: Newphantom_settings.max_phantoms_per_chunksetting allows server admins to adjust the per-chunk limit - Mobcap monitoring: Enhanced/passivephantoms statuscommand shows phantom populations per world - Chunk-based spawning: Phantoms now spawn based on chunk limits rather than world-wide limits - Better distribution: Prevents single players from hogging all phantoms in a world - Debug logging: Shows chunk coordinates and mobcap status in debug messages. Enabledebug_logging: trueto see when chunk mobcaps are reached.Changed
- Spawn system: Changed from per-world (15 phantoms) to per-chunk (8 phantoms) limits - Performance: More efficient phantom counting using chunk-based calculations - Fairness: Better phantom distribution across multiple players in different areas - Configuration: Mobcap is now configurable instead of hardcoded - Logic robustness: Mobcap logic is robust and tested; no chunk will ever exceed the configured limit, mirroring vanilla mobcap enforcement.Technical Details
- Uses chunk coordinates (blockX >> 4,blockZ >> 4) for efficient counting - Each chunk can independently have up to the configured limit (default: 8 phantoms) - Multiple chunks can each reach their limit, allowing higher total phantom populations - Maintains compatibility with multiple End worlds - Configurable mobcap supports values from 5 (conservative) to 15+ (generous) - Mobcap enforcement is logged when debug_logging is enabled1.2.5b1PassivePhantoms 1.2.5b1Jul 7, 2025 Fixed
- CRITICAL: Fixed phantom targeting issue where Phantom aggresion would randomly break - CRITICAL: Fixed phantom aggression persistence - phantoms now stay aggressive after being hit - Changed event priority from LOWEST to HIGH for better compatibility with other plugins - Improved phantom damage event handling to ensure immediate aggression - Fixed targeting logic to properly handle null targets for aggressive phantoms - Added immediate re-targeting for aggressive phantoms when they lose their target - Fixed variable scoping issues in lambda expressionsAdded
- New/passivephantoms debugcommand to toggle debug logging in-game - New/passivephantoms statuscommand to check plugin status and aggressive phantom count - New/passivephantoms listcommand to list all aggressive phantoms and their current targets - Enhanced debug logging with phantom UUIDs for better troubleshooting - Tab completion for all/passivephantomscommands with smart filtering - Comprehensive tracking of when phantoms are added/removed from aggressive setChanged
- Updated version to 1.2.5 to reflect critical bug fixes - Improved command help messages with new subcommands - Enhanced targeting event logging to show target information and aggressive status - Better error handling and safety checks for phantom targetingTechnical Details
- Aggressive phantoms now re-target immediately when they lose their target (null) - Re-targeting uses next-tick scheduling to avoid event conflicts - Only re-targets when phantom actually loses target, not constantly - Preserves natural phantom AI attack cycles while maintaining aggression1.2.4PassivePhantoms 1.2.4Jul 7, 2025 1.2.4 beta 1 -Projectile Aggression: Phantoms now become aggressive when hit by projectiles (arrows, tridents, snowballs, etc.) from players -Enhanced command feedback with colored messages -Permission system for the reload command -Better debug logging for projectile attacks -Better Config migration when updating version1.2.3PassivePhantoms 1.2.3Jul 6, 2025 Phantom aggression not triggered by projectiles. Will be fixed in 1.2.4.
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